• Title/Summary/Keyword: Potential theory

Search Result 1,529, Processing Time 0.028 seconds

The Effect of Theory of Planned Behavior of Customized Cosmetics According to Selection Attributes on Purchase Satisfaction Behavioral Intention (선택속성에 따른 맞춤형화장품의 계획행동이론이 구매만족행동의도에 미치는 영향)

  • Kim, So-Ye;Baek, Won-Jin;Kim, Hyeon-Gyeong;Han, Chae-Jeong
    • Journal of Convergence for Information Technology
    • /
    • v.12 no.3
    • /
    • pp.222-235
    • /
    • 2022
  • The Government provides a financial assistance to stimulate firm R&D and innovation activities. Previous papers on the impact of public subsidies on firm R&D investments mainly had a focus on an individual policy tool regardless of potential impacts of other policy instruments. This study addresses this gap by examining the effects of policy mix regarding a subsidy and a tax credit. The empirical analyses from fixed effect model using Survey on Technology of SMEs 2015-2017 revealed valuable points. First, policy mix induces more R&D investment of SMEs, which in turn, shows a complementary relationship between two instruments. Second, even if impact of tax credit controlled, subsidy is positively associated with SMEs R&D investment. These findings justify policy mix interventions to promote SME R&D activity. Moreover, grants can be applied as a more useful policy tool for SMEs that are constrained by resources and capabilities.

A Study of Information Communication Technology's impact on Culture and Management: Focusing on Hofstede's Cultural Dimension (정보통신기술이 문화와 경영에 미치는 영향에 관한 연구 : 홉스테드 모델을 중심으로)

  • Kim, Hak-Cho;Lee, Ji-Seok
    • Korea Trade Review
    • /
    • v.41 no.1
    • /
    • pp.91-116
    • /
    • 2016
  • This study proposes a research model to investigate the effect of ICT on national culture and values. Why should we research the relationship between ICT and culture? We do this to shed light on the cultural framework and find areas for further research. This research has found that the development of Information Communication Technology(ICT) has proved to have a positive effect on the quality of individualism (B0.603), there is a decrease in power distance index(B-0.331)and a correlation between individualism and wealth. Also, the development of Information Communication Technology(ICT) has proved to have a positive effect on the quality of Long Term Orientation. As for adoption and use of ICT, the role of culture is important for many reasons. First of all, we can recognize the importance of national culture and organizational culture in establishing the ability of the overall culture to adapt, efficiently merging with different cultures and overcoming potential obstacles of these tasks. This is the evidence supporting the current theory. Our research shows that development of technology highly influences deep human values. Furthermore, the data points used in this research are from World Economic Forum, World Development Indicator and International Telecommunication Union. In order to understand and develop social evolution and progress, we tried to use data that is fair and verifiable.

  • PDF

The Identification of Females Fans Identify with the Male Beauty Influencers in SNS - Focusing on Jacques Lacan's Gaze (SNS에 남성 뷰티 인플루언서를 향한 여성 팬의 동일시 - 라캉의 응시 이론을 중심으로)

  • LI LINGJIE
    • Trans-
    • /
    • v.15
    • /
    • pp.57-79
    • /
    • 2023
  • This study aims to explore the strategies and effects of SNS images used by four popular male beauty influencers to gain identification with their female fans. The research selected four male beauty influencers, namely Li Jiaqi, Jeffree Star, James Charles, and Bretman Rock, with a high number of subscribers on Instagram, YouTube, and TikTok as of July 21, 2023. By observing the content they posted on SNS, the study analyzed the types, characteristics, and relevance of male beauty influencer images with their female fans using Lacan's gaze theory. Additionally, concepts related to gaze, such as the mirror stage, the screen, and objet petit a, were supplemented to conduct an in-depth analysis of the characteristics of male beauty influencer images and the motivations of female viewers. The study results suggest that male beauty influencers can maintain an intimate relationship, referred to as 'girl-friendship,' with their female fans through the identification formed by the homogeneity within the feminized mirror images. Furthermore, male beauty influencers can transform female viewers from being seen as objects to seeing them as subjects by presenting images that embrace diversity in gender identity, challenging the traditional notions of societal gender norms. Therefore, the images of male beauty influencers not only challenge gender stereotypes but also cater to the demands for independence and equality of modern young women, promote understanding of feminine gaze, and explore the potential for democratization and inclusivity on social media platforms from a new perspective.

A Study on the Concept and Characteristics of Metaverse based NFT Art - Focused on <Hybrid Nature> (메타버스 기반 NFT 아트 작품 사례 연구 - <하이브리드 네이처>를 중심으로)

  • Bosul Kim;Min Ji Kim
    • Trans-
    • /
    • v.14
    • /
    • pp.1-33
    • /
    • 2023
  • In the Web 3.0 era, the third generation of web technologies that uses blockchain technology to give creators ownership of data, metaverse is a crucial trend for developing a creator economy. Web 3.0 aims for a value in which content creators are compensated from participation without being dependent on the platform. Blockchain NFT technology is crucial in metaverse, a vital component of Web 3.0, to ensure the ownership of digital assets. Based on the theory that investigates the concept and characteristics of metaverse, this study identifies five features of the metaverse based NFT art ①'Continuity', ②'Presence', ③ 'Concurrency', ④'Economy', ⑤ 'Application of technology'. By focusing on metaverse based NFT art <Hybrid Nature> case study, we analyzed how the concepts and characteristics of the metaverse and NFT art were reflected in the work. This study focuses on the concept of NFT art, which is emerging at the intersection of art, technology and industry, and emphasizes the importance of finding creative, aesthetic, and cultural values rather than the NFT art's potential for financial gain. It is still in its early stage for academic studies to focus on the aesthetic qualities of NFT art. Future academics and researchers can find this study to gain deeper understanding of the traits and artistic, creative aspects of metaverse based NFT art.

The Effect of Regulatory Focus on the Link Between Purchase Behavior and Redemption Behavior

  • Kim, Ji Yoon
    • Asia Marketing Journal
    • /
    • v.15 no.4
    • /
    • pp.51-60
    • /
    • 2014
  • Previous research on loyalty program has verified the factors that influence redemption behavior and the understanding of the mechanism of redemption behavior with academic and practical implications. However, these research has not proven boundary conditions in which the phenomena can be strengthened or weakened- that is, the moderating effect remains unclear. The inclusion of moderating variables can provide a more extensive understanding of the mechanism of this behavior from academic and managerial perspectives alike. Therefore, this current research proposes regulatory focus as a moderating variable, which has received scarce attention in the study of loyalty program behavior, especially individual characteristic variables that, in turn, affect the consumers' purchasing behavior in various ways. Previous research on consumer decision making investigates the differential role of regulatory focus as a series of stages. Regulatory focus theory posits that people depend on the two types of regulatory focus when pursuing goals: promotion focus vs. prevention focus. The former induces tendencies to recognize a goal as a hope and ideal, as something that satisfies the need for accomplishment, and to be sensitive to the presence of a positive outcome of the match and to match the pursuit of goals. On the other hand, the latter tends to regard a goal as the responsibility or obligation to achieve the goal, has a tendency to avoid failure to meet a target, and is sensitive to the presence of the negative consequences that do not reach the target. The following propositions are suggested: 1) The effect of higher accumulation effort level on delaying point redemption speed will be relatively more pronounced for customers with prevention focus. 2) The effect of higher accumulation effort level on large redemption unit size will be relatively more pronounced for customers with prevention focus. 3) The effect of higher accumulation effort level on hedonic redemption ratio will be relatively more pronounced for customers with promotion focus. Therefore, this research provides a moderating variable that has the potential to be used as a reference for market segmentation and affects the relationship between point accumulation effort and three sides of point redemption behavior. On this basis, the direction for the future research on this issue is recommended. Future research could verify these propositions conducting a survey of customers' propensity of regulatory focus in conjunction with the history of the loyalty program of data. This would provide a more realistic effect on the usage behavior of loyalty program consumers by providing useful implications for both marketing practitioners and researchers.

  • PDF

Local Creators and Local Entrepreneurship in Perspective of Creation Process of Local Contents with Focus on H University (로컬콘텐츠 탄생과정 측면에서 살펴본 로컬크리에이터와 로컬기업가정신: H대학 사례)

  • Junghee Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.19 no.2
    • /
    • pp.13-25
    • /
    • 2024
  • Local decline can be caused by business closures or the departure of the youth. Most countries have been striving to overcome regional inequality through local or community entrepreneurship using assets or contents obtained from differentiated and original embedded resources. The purpose of this study is to conceptualize local contents and local entrepreneurship. To reach the research goals, this paper utilizes the grounded theory as qualitative methodology. From the main findings, this paper suggests that entrepreneurship in the local is influenced by informal alley or specific location (regions) institution outputs so called as local contents which are local norm, culture, local identities. This paper conceptualizes local contents as 'product of creative scenario'. And this work also suggests the liner model for local content innovation. The contribution of this work are two: 1) showing how the local content creation process; 2) analyzing the how local entrepreneurship configures. It can be inclusive potential startups items rooted at the unique resources and assets of the locals and reflecting the originality of locality. In terms of local institutional perspectives, local development takes pace when advancing application of local entrepreneurship. In order for that, practical challenging is more needed by using informal local institutions. Also 'three step linear model' will be applied to educate the new creators. Local contents and local entrepreneurship can definitely rehabilitate locality.

  • PDF

Development of an ECC(Engineered Cementitious Composite) Designed with Ground Granulated Blast Furnace Slag (고로슬래그미분말이 혼입된 ECC(Engineered Cementitious Composite)의 개발)

  • Kim, Yun-Yong;Kim, Jeong-Su;Ha, Gee-Joo;Kim, Jin-Keun
    • Journal of the Korea Concrete Institute
    • /
    • v.18 no.1 s.91
    • /
    • pp.21-28
    • /
    • 2006
  • This paper presents both experimental and analytical studies for the development of an ECC(Engineered Cementitious Composites) using ground granulated blast furnace slag(slag). This material has been focused on achieving moderately high composite strength while maintaining high ductility, represented by strain-hardening behavior in uniaxial tension. In the material development, micromechanics was adopted to properly select optimized range of the composition based on steady-state cracking theory and experimental studies on matrix, and interfacial properties. A single fiber pullout test and a wedge splitting test were employed to measure the bond properties of the fiber in a matrix and the fracture toughness of mortar matrix. The addition of the slag resulted in slight increases in the frictional bond strength and the fracture toughness. Subsequent direct tensile tests demonstrate that the fiber reinforced mortar exhibited high ductile uniaxial tension behavior with a maximum strain capacity of 3.6%. Both ductility and tensile strength(~5.3 MPa) of the composite produced with slag were measured to be significantly higher than those of the composite without slag. The slag particles contribute to improving matrix strength and fiber dispersion, which is incorporated with enhanced workability attributed to the oxidized grain surface. This result suggests that, within the limited slag dosage employed in the present study, the contribution of slag particles to the workability overwhelms the side-effect of decreased potential of saturated multiple cracking.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
    • /
    • v.6 no.1
    • /
    • pp.70-72
    • /
    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

  • PDF

The Value of Entrepreneurial Orientation and Social Capital for Enhancing Collective Performance in R&D Collaborations of Korean Ventures (벤처기업의 R&D협력에서 사회적 자본과 기업가적 지향성이 협력성과에 미치는 영향)

  • Seo, Ribin
    • Journal of Korea Technology Innovation Society
    • /
    • v.20 no.1
    • /
    • pp.1-33
    • /
    • 2017
  • In the last decades, technology-oriented small firms, i.e. venture businesses, have been increasingly engaged in R&D collaborations with external parties as strategic means for technological innovation. Despite ample evidence on the benefit of such collaborations for the firms, there has been less attention to examining whether and how the firms' social interactions with cooperating partners and their managerial characteristics contribute to that benefit. Drawing on the theories of social capital and entrepreneurial orientation, this study is to remedy this gap. The theory of social capital, referring to a sum of the value and potential resources embedded in social relationships of collectives, provides an integrated view of social factors among cooperating partners, e.g. strong ties, network stability, trust, reciprocity, shared vision and value. It categorizes these factors into structural, relational, and cognitive dimensions of social capital. Entrepreneurial orientation theory captures firms' managerial characteristics as a combination of innovativeness, proactiveness, and risk-taking. This addresses firms' managerial process to utilize and combine internal and external resources for wealth creation and opportunity realization. Against this background, this study investigates what roles social capital among cooperating R&D partners and entrepreneurial orientation of the collaborating firms play for collective performance improvement in R&D collaborations. In terms of the collective performance, this study adopts two indicators: technological competitiveness and business performance. Technological competitiveness refers to the contribution of a technology developed by a cooperative R&D project to competitive advantage of a firm while business performance is defined as the financial and economic outcome of a collaboration. Using a sample of 218 Korean ventures engaging in R&D collaboration with external parties, the author finds the significant effects of social capital (i.e. structural, relational, and cognitive dimensions) and entrepreneurial orientation (i.e. innovativeness, proactiveness, and risk-taking) on both of the technological competitiveness and the business performance. Further, the higher the social capital among R&D partners, the more likely it is to foster the entrepreneurial orientation at firm-level. Most importantly, the entrepreneurial orientation at firm-level is an significant mediator of the relationship between social capital and collective performance. Beyond these novel empirical findings, this study contributes to the literature on R&D collaboration. The findings' implications for management and policy are deeply discussed in the conclusion.

A Study on the K-REITs of Characteristic Analysis by Investment Type (K-REITs(부동산투자회사)의 투자 유형별 특성 분석)

  • Kim, Sang-Jin;Lee, Myenog-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.11
    • /
    • pp.66-79
    • /
    • 2016
  • A discussion has recently emerged over the increase of approvals of K-REITs, which is concluded on the basis of how to raise funds for business activity, fulfill the expected rate of return and maximize the management of managing investment funds. In addition, corporations need to acknowledge the necessity of the capital structure reflected in the current economic environment and decision-making processes. This research analyzed the characteristics by investment types and influence factors about the debt ratio of K-REITs. The data were collected from general management about business state, investment, and finance from 2002 to 2015 in K-REITs (except for the GFC period of 2007~2009). The results of the research demonstrated the high ratios of the largest shareholder characteristics, which are corporation, pension funds, mutual funds, banks, securities, insurance, and, recently, the increasing ratio of the largest shareholder and major stockholder. The investment of K-REITs is increasing the role of institutional investors that take a leading development of K-REITs. The behaviors of simultaneous investment of institutional investors were analyzed to show that they received higher interest rates than other financial institutions and ran in parallel with attraction and compensation. The results of the multiple regressions analysis, utilizing variables about debt ratio were as follows. The debt ratio showed a negative (-) relation that profitability is increasing, which matches the pecking order theory and trade off theory. On the other hand, investment opportunities (growth potential) showed a negative (-) relation and assets scale that indicated a positive (+) relation. The research results are reflected as follows. K-REITs focused on private equity REITs more than public offering REITs, and in the case of financing the capital of others, loan capital is operated under the guarantee of tangible assets (most of real estate) more than financing of the stock market. Further, after the GFC, the capital of others was actively utilized in K-REITs business, and the debt ratio showed that the determinant factors by the ratio and characteristics of the largest shareholder and investment products.